Problem with gravity and friction

Dange
Posts: 2
Joined: Mon Mar 09, 2009 11:12 am

Problem with gravity and friction

Post by Dange »

I've been building a physics demo from pieces of the Bullet 2.73 SDK, and this is my first experience with Bullet. I've been building a physics demo, and I've noticed a friction problem in my demo. As I add more objects to the scene and slow down the simulation, all acceleration from gravity and friction get weaker. At the same time, the impulse movement of my character object (which is based on time elapsed) doesn't get weaker. The slower the app goes, the more slippery the simulation gets.

Is there a limit to which friction and gravity are based on the amount of real-time elapsed? Are there any options or settings for friction that won't change as the time gap between steps gets larger?

I'm using this to step the simulation:

Code: Select all

dynamicsWorld->stepSimulation(msTime, 1);  // msTime = milliseconds time
User avatar
kenshin
Posts: 36
Joined: Fri Oct 31, 2008 5:10 pm

Re: Problem with gravity and friction

Post by kenshin »

you should read the article -----Stepping The World

here is the site link ------

http://www.bulletphysics.com/mediawiki- ... _the_World
Dange
Posts: 2
Joined: Mon Mar 09, 2009 11:12 am

Re: Problem with gravity and friction

Post by Dange »

Wow, thanks. Is there a newbie-friendly documentation area with more of this in it I should know about?